yea seems its right what it says in frame data with +5, leaves opponent too far away to really do much with it really thoughIf you use low pounce with no followups, does she have frame advantage after she hops over?
yea seems its right what it says in frame data with +5, leaves opponent too far away to really do much with it really thoughIf you use low pounce with no followups, does she have frame advantage after she hops over?
i don't think the low pounce will connect ON ALL CHARACTERS if F344 is blocked.Recently stumbled upon a good low pounce setup. F3,4,4,low pounce. In block it will tick throw into the command grab. What makes it better than the others (d3/d4/f1,2,b4/f4) is that it also combos on hit. Don't know whether this is common knowledge or not.
Fun mind game, but this is still avoidable. Your opponent is just not standing to block after the F344. If they block the overhead(F3), then the low(4), and then stand up to block again (which they should, because she could be pulling out an EX roll for a mix-up at this point) they will avoid the pounceRecently stumbled upon a good low pounce setup. F3,4,4,low pounce. In block it will tick throw into the command grab. What makes it better than the others (d3/d4/f1,2,b4/f4) is that it also combos on hit. Don't know whether this is common knowledge or not.
Yeah I haven't tried it on all characters. Good point about the EX roll mix up causing players to stand block after the low, didn't think of that. To be fair I've only done this in training, so I'm not sure how viable a strategy it is.Fun mind game, but this is still avoidable. Your opponent is just not standing to block after the F344. If they block the overhead(F3), then the low(4), and then stand up to block again (which they should, because she could be pulling out an EX roll for a mix-up at this point) they will avoid the pounce
I'm posting all my findings in the All Variations thread. It's fucking great.Rav Bite heal isn't that big, sometimes you dont even notice it on your bar actually. Frame data are the exact same on both pounces hit adv +5 and those crazy numbers like -149 during the extensions of a pounce combo. nothing changed there. Maybe just the data in menu hasnt changed but i cana lso not see any difference in her pounces so far. Only thing i noticed so far is that the "bite" jump seems to hit better, as they have changed some hitboxes etc.
Has anyone else tested some stuff on Rav mileena so far to get some explanations going on what has actually changed on her grabs?
I've been testing: Starter (123, 21, F4, 12B4)-Roll-B34-Air Sai-slight run cancel-B12 1+3 UU2.Have any of you been able to fit in B121+3 into her damage BnB: Starter~Roll, B3~Tele~Air Sai, B22~Low Pounce
The other combo for the Bite sequence does 3% less than this one. However, replacing the B22 portion with the Bite sequence nets the same damage. The problem is I've only pulled it off once.
That's the one I'm currently using when I want to end in Bite. Just the fact that I could net more damage with the same ender triggers me.I've been testing: Starter (123, 21, F4, 12B4)-Roll-B34-Air Sai-slight run cancel-B12 1+3 UU2
Yeah, that's a roughly good average for combos I think. I'm such a fan of how versatile this variation is at pure options when it comes to combos. You can throw high or low pounce on just about anything. Definitely helps in the safety factor as well for some of her strings.So is 28-35% a good average dance for Mileena combos? I've gotten as high as 40% but those are my numbers practically. I've revisited the character after getting better at the game and finding a main and really dig her.
*cool note on the Ravenous bite string, if you end a round with it and your opponent is out of health when the animation is going on you still get health. The gain is actually pretty decent if you extend the bite every time. It's saved me one or twice
Yeah I've noticed Mileen just has many ways to alter her combos, which is functional and aesthetic wise it keeps her fresh which tbh is a big deal to me. Cassie is a great character but her gameplay is monotonous to me, as is Erron Black among othersYeah, that's a roughly good average for combos I think. I'm such a fan of how versatile this variation is at pure options when it comes to combos. You can throw high or low pounce on just about anything. Definitely helps in the safety factor as well for some of her strings.
I, too, like that health gain. It adds up! Could be the difference between winning and losing, depending on how a match plays out.
I have observed that the only ones who would find that too strong are Mileena Mains. Others don't give a f***Now if you REALLY want to get people going--tell them Mileena's roll should be a low instead of a mid. Watch them fall out of their trees. ;P
Quan and Cybernetic Kano imo. Theres not a whole lot of mu's theoretically that I think Ravenous would be better than Piercing tbh.Are there any matchups where Ravenous would be recommended over Piercing?
Is it because of Damage? Low Sai doesn't work vs Cyber Kano's knives, so there's that. But I'd imagine you'd want B21 and B12 in that MU wouldn't you?Quan and Cybernetic Kano imo. Theres not a whole lot of mu's theoretically that I think Ravenous would be better than Piercing tbh.
Honestly no, it just comes down to what you're comfortable with.Are there any matchups where Ravenous would be recommended over Piercing?
I played Ravenous maybe twice and kept getting my pounce enders mixed up, lol. Ethereal is my second best, but I still have move placement issues to iron out. EX Fade is my favorite move now, so I have to figure out how to make the most of it.Honestly no, it just comes down to what you're comfortable with.
Ethereal is my go to if Ravenous fails, though. Would recommend learning it if you haven't already.